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Topics - Geordie_Lad

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Things I don't want / Role-playing and Board Games to sell
« on: June 04, 2014, 12:17:16 PM »
Hi all,

I'm looking to off-load a bunch of my role-playing and board games which I haven't used for a while. Let me know if you're interested, looking for a quick sale.

Roleplaying Games:
Mutant City Blues
Artesia: Adventures in the Known World
7th Sea Game Masters Edition
Iron Kingdoms RPG (1st Edition), World Guide and Character Guide
Abney Park's Airship Pirates
D&D 4th Ed. Player's Handbook
WFRP 3rd Edition core game.
Rogue Trader core rulebook
Deathwatch core rulebook
Haven: City of Violence + 2 sourcebooks and GM Screen
Only War core rulebook
Dark Heresy core rulebook + Tattered Fates Sourcebook and GM Screen.

Board Games: Talisman + Frostmarch expansion (Damaged box)
Formula D + both track expansions
Munchkin Cthulhu
Munchkin Impossible
The Starfarers of Catan

Uprising / Lt "Lucky" Jack Wieczko
« on: October 29, 2013, 08:13:11 AM »
Systems Alliance Unified Military Command
Personnel Records: Systems Alliance Marine Corps

WARNING: You are attempting to access records that are rated: CLASSIFIED
Please enter your Passcode to Proceed

Welcome, General

Serial Number: SAMC-4576-AK-1015
Surname: Wieczko
Forenames: Jack Dawid
Other Known Names: Nickname (“Lucky” Jack)
Nationality: American
Ethnicity: Polish-American

Historical Records
Date of Birth: August 16th, 2129
Birthplace: Chicago, Illinois, United States of America
Father: Wladimir Wieczko, Dockworker, Chicago, Illinois
Mother: Ruth Wieczko (nee McGarry) Restaurant Manager, Chicago, Illinois
Siblings: 1 Sister (Jessica Wieczko)
High School Education: Barack Obama High School, Chicago, Illinois

Rank: Lieutenant, Systems Alliance Marine Corps
Initial Training: Marine Corps Base Camp Lejeune, Jacksonville, North Carolina, United States of America – Graduated with Merit, Class of 2143
Officer Training: Officer Candidate School, Marine Corps Base Quantico, Triangle, Virginia, United States of America – Graduated with Distinction, Class of 2144
Current Assignments: None (Inactive as of December 1st, 2147)
Previous Assignments:    63rd Marine Corps Expeditionary Unit (Marine Corps Base Shanxi) 2146-2147
         31st Marine Corps Expeditionary Unit (Okinawa, Japan) 2144 – 2146
         22nd Marine Corps Expeditionart Unit (Camp Lejeune) 2142-2144

2147 (Battle for Shanxi – See File Link *)
2147 (Battle for Shanxi – See File Link * )
2146 (Operation Mountain Shield – See File Link *)
2145 (Operation Mountain Path – See File Link *)

Systems Alliance Unit Citation – Awarded November 1st, 2147
Purple Heart (Awarded January 19th, 2146)
Navy and Marine Corps Distinguished Service Medal (Awarded November 30th, 2147)
Navy and Marine Corps Commendation Medal (Awarded November 30th, 2147)
Navy and Marine Corps Achievement Medal (x2) (Awarded September 9th, 2147, September 19th, 2146)
Combat Action Medal w. Gold Star (Awarded November 30th, 2147)
Combat Action Medal w. Silver Star (Awarded September 19th, 2146)

Personnel Evaluation:

Lt. Wieczko has proven himself in some of the most fierce fighting encountered on Earth in the last decade, fighting insurgents in Operations Mountain Path and Mountain Shield. Indeed, Lt. Wieczko showed both natural command and tactical abilities, as well as an undefined ability to be in the best position at the required time, or – in at least one situation – showing an ability to turn an inferior defensive force into an offensive force with unexpected effectiveness. However, mission reports from the Shanxi Bloackade and subsequent psych reports indicated that Lt. Wieczko has grown overconfident in both his abilities and those of his men; a trait which, while ensuring that assigned mission on Shanxi was completed successfully, resulted in an unacceptable casualty rate within his unit. Due to this, Lt. Wieczko was re-assigned to a non-combat role until additional evaluation and correctional training can be arranged.

What would you like to do, General?


Confirmed, file forwarded to Edward Michaels, Station Chief, Systems Alliance Embassy, The Citadel.


Logging Off


Things I want / somewhere to stay
« on: May 14, 2013, 09:17:06 PM »

Does anyone have or know of a spare room where I might be able to stay awhile?

Not required immediately, but within the next few weeks.


Camorr / Cancellation
« on: October 09, 2012, 07:42:08 AM »
Sorry folks, but due to personal reasons, I'm having to pull out of running Camorr this year.

Apologies to those who I knew were interested, and I hope to run this at some point in the future.

Can one of the admins please move this section to the archive, please.

Entertainment / 30th SeptemberThe Huddersfield Roleplay Social
« on: September 04, 2012, 01:55:41 PM »
On Sunday, 30th September, there will be a day of nerdy socialising!

This is open to all forms of roleplayers, and you don't need to be a member of HUGS to attend, so please spread the word! Looking for group? Want to discuss the hobby or your game over a beer? Or just socialise and network with your fellow roleplayers?

Although no games will be organised feel free to bring down your own board games or one-shot RPGs if you want!

The Social will be starting at 1pm on Sunday, September 30th at the Rat and Ratchet, Chapel Hill, Huddersfield. Any other questions, feel free to contact me here or by PM!

Camorr / The Lies of Locke Lamora
« on: August 10, 2012, 01:13:59 PM »
This campaign, as many of your are away, is based off a popular fantasy book called The Lies of Locke Lamora by Scott Lynch. It's available from all good bookstores, as well as most of the ebook readers. I thoroughly recommend reading it, it's an awesome book.

In terms of the game, it is not necessary to have read Lies before the start of the campaign, as the game is set in the immediate aftermath of the book and the players will know most of the major points (if not all the details). However, I'd recommend that you read the book to get the gist of the setting, of Camorr and its customs, and if you don't want your GM spoilering the book before you have a chance to read it!

Camorr / Information for Prospective Players
« on: July 09, 2012, 03:49:08 PM »
Hello all,

The game will be run using 2nd Edition of Warhammer Fantasy Roleplay, which is a gritty, d10-based system. The system is very intuitive and easily picked up.

The game is set in medieval times, in a low-fantasy city-state resembling Venice. There is very little magic in the setting, although there are alchemists who can, for the right fee, seemingly bend the laws of science. While there are true magicians in the world, it is a very rare thing to even hear of one, and you'd better hope you never have need to meet one personally.

While the game is based on 'The Lies of Locke Lamora' by Scott Lynch, it is not necessary to read the book beforehand, as the game begins immediately after the events of the book.

If anyone has any questions regarding the game, feel free to PM me or post a reply on this thread.

Camorr / The City-State of Camorr
« on: July 09, 2012, 03:28:49 PM »

Camorr is one of the prominent city-states on the Therin Continent, a coastal port city on the Iron Sea, to the south of the continent. The city’s skeleton is a network of Elderglass towers, bridges and labyrinths – an unknown, unbreakable glass-like substance; the remnants of a vanished race – and fleshed out by the denizens with wood and stone. The Angevine River splits Camorr down the centre. The city's population, at last count, numbered 83,000 souls.

(In Real World terms, Camorr is similar to Medieval Venice).

Camorr is split into districts by a network of man-made canals, as shown on the map, and like all cities, Camorr has luxurious parts and impoverished parts. The latter districts are spread throughout the waterfront, while the closer one gets to the prestigious Five Towers the further one gets from the poverty stricken parts of Camorr.

The Five Towers are irregular, Elderglass structures left behind by the Eldren, and sport numerous turrets and runways and spires of all shapes and sizes. Each tower is named and constructed from different material: Dawncatcher, four hundred feet high and silver-red in colour; Blackspear, slightly taller than Dawncatcher and entirely black save bursts of broken rainbows; Westwatch, violet and white in colour; Amberglass, whose elaborate flutings would cause the wind to make ‘eerie melodies’; and lastly, Raven’s Reach, the tallest of the towers and the  palace of Duke Nicovante, the ruler of Camorr. A network of Elderglass cables cobwebs the tips of these towers, carriages bearing passengers and cargo are hauled across; a convenient - if somewhat audacious - method of transport.

Bordering the five towers to the south are the four districts that form the Alcegrante, the home of the Dons and Donas of the Camorri nobility. It is a place of walled gardens, elaborate water sculptures and white stone villas. There are very few businesses in the Alcegrante, and all bridges into the district are closely guarded by the City Watch; no common man can enter the Alcegrante without a writ of entry from a nobleman.

Coin-Kisser’s Row is said to be the oldest and goldest financial district on the continent and its ostentatious three/four storey buildings reflect this claim. The heart of Coin-Kisser's Row is Meraggio's, the most powerful banking and brokering institution in the city. The northern half of this district lies opposite to the Fauria, a crowded island consisting primarily of multi-tiered stone apartments and rooftop gardens, often the homes of the relatively wealthy bankers.

The Videnza district is a comfortable, 'middle-class' part of the city (though possibly not as much as the Alcegrante), clean and spacious and well patrolled; its shops, despite being situated within old buildings, are well kept and sport brightly coloured roofs and recognisable names of distinguished merchants not inclined to face the Shifting Market.

The Narrows is located at the tip of the bad part of the city. Forty feet beneath the outer edges of Camorr, it is a labyrinth of warrens and hovels consisting of rows upon rows of tenement housing and windowless shops, with countless narrow alleys snaking between these structures barely wide enough to fit two men walking abreast.

The Shifting Market is a lake about half a mile in circumference, packed with hundreds of merchant barges selling their wares to civilians on breakwaters and a few willing to brave the waters. The Shifting Revel, where observation barges are secured to the breakwaters and occupied by hundreds of Camorri wanting to see the performances, replaces the Market once a month. These preformances are conducted atop sunken iron cages, often to the death.

The Mara Camorrazza (described as ‘openly dangerous’) and Twosilver Green are both open parks, the latter being safer than the other courtesy to constant patrols by yellowjackets.

The Wooden Waste, located south in Camorr, is a sheltered bay open to the sea, acting as a ship graveyard, surrounded on three sides by The Cauldron; the worst part of Camorr. The name possibly originating from claims that the Cauldron is an amalgamation of all the bad parts of the city. The majority of the city's underclass reside in the cramped, stinking streets and crumbling hovels of this dreary district. Even the City Watch refuse to enter the place unless in well-armed squadrons.

The Dregs are described as ‘poverty-wracked’, the Snare ‘disreputable’, and Ashfall ‘dirty and falling apart’. Catchfire, the poorest district save the Cauldron, is so named as the starting point for the various plagues that have swept through the district in previous times.

There are three main graveyards in Camorr: Beggar’s Barrow ,where the common, lower class individuals are buried by convicts, Shades’ Hill the long-filled ancient graveyard of the nobility, and the Hill of Whispers,where the most prestigious folk are buried.

Even when Camorr had once knelt to a single Throne like the rest of the Therin people, they still possessed a royal family. Now, an Absolute Monarchy rules Camorr, with Duke Nicovante definite leader of the city.

The Duke’s Magistrates, located inside the Palace of Patience, uphold the law and are, essentially, the only judges in Camorr’s court. Below these are the City Watch (also known as the watchmen or 'yellowjackets') and their officers, who reside outside the Palace of Patience in Old Citadel alongside tax collectors. ‘Blackjackets’ is the given name for the Duke’s army. Alongside this constabulary force are the Duke’s Ghouls, a group who have survived plagues and thus possess natural immunity, and are made to work among quarantine areas and sick poeple.

The punishment of broken laws in Camorr can be considered as unnecessarily harsh; thieves of all ages are hung from bridges, other convicts are often chained to oars and forced to row, among other gruesome duties. Other means of punishment are unusually cruel and brusque, for example, anyone going in the wrong direction on a catbridge can be shoved off by those with the right of way’. There are, of course, prisons, as well as the bouts in the Shifting Revel.

The native, pure blood Camorri possess a ruddy complexion, with dark hair and dark eyes. Camorr is known throughout the world to be a highly unpleasant, sadistic, downtrodden place and the Camorri are thought of no better. They are obviously not a liked nation of people.

Camorr is famous for its Eight Beautiful Arts, the name given to the highest mastery of cuisine preparation. The chefs get a tattoo on their fingers of the respective Art mastered. Examples of the Beautiful Arts are vicce enta merre, the first art, the cuisine of sea creatures; and the fifth art, which is the preparation of desserts.

Entertainment / Cinema Trip: The Dark Knight Rises
« on: July 07, 2012, 03:20:39 PM »
Hi Folks,

In the last HUGS Cinema Trip of the academic year, the eagerly anticipated third, and probably last, of the Bale/Nolan Batman films, 'The Dark Knight Rises', is our movie of choice.

Cinema times are a little sketchy at the moment, but due to Huddersfield Odeon's slightly inflexible weekday showing times (5.30pm or 9:15pm), I'd like to tentatively pencil in a date for Sunday, 29th July, with showing time TBC.

Please let me know if this is unavailable to people.

Entertainment / What sort of events would you like to see?
« on: July 07, 2012, 02:52:34 PM »
Hey folks,

I'm looking at what events and social activities we as a society can do, or go to, in the new academic year. My aim is to have one or two larger trips each term, with a smattering a cheaper, more local events interspaced between.

If any of you have ideas on what events you think HUGS and its members might like to take part in, please let me know? I already have a couple of irons in the fire, but any thoughts will most certainly be appreciated.


The Geordie Ent

Entertainment / Cinema Trip: Prometheus
« on: May 31, 2012, 09:51:39 AM »
Hey folks, apologies for the short notice, but some members of HUGS are going to see Prometheus , and we've decided to open it up to the entire society.

The trip will be on Saturday, June 2nd, at the Huddersfield Odeon, for the 2D showing at 8pm.

If you don't know about Prometheus, it's the latest film in the Alien franchise, but more like a prequel, directed by Ridley Scott.

Scorpio Rising / Apologies - 17/04/2011
« on: April 17, 2012, 06:59:00 AM »
I'm really sorry for the short notice folks, but something's come up that means I won't be able to attend HUGS tonight. Please enjoy the start of the Black Crusade and I'll see you all next week.

L.A.R.P. / LARP Documentary
« on: March 11, 2012, 09:19:22 PM »
Documentary done by Leeds University about LARP, useful as an introduction.

Things I want / PC Components
« on: November 07, 2011, 03:38:13 PM »
I'm looking at possibly building myself a new computer over the next few months; not something cutting edge, but a solid gaming machine.

Does anyone have any advice on how to go about this? Or maybe links to reasonably priced sellers, or even better, does anyone have components they might want to shift?


Scorpio Rising / The Locker Room
« on: November 07, 2011, 01:07:26 PM »
The Locker Room in the Sector 14 is the beating heart of the sector's justice department. At any one time, dozens of Judges pass through this section, either changing uniforms, heading onto the street, or onto their Mandatory 8.

The Locker Room is a large expanse of metal lockers - each assigned to a specific Judge and contains their uniforms and what few items a Judge can call "personal effects" - and changing benches. An annex of to one side contains the showers, while the room also has exits into the med-bay, armoury, Judges' dormitories and the rest of the Sector House.

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